So I'm working on a scripted camera system for 1st person. The gist is it's toggleable. You can turn it off and on but my thing is that when I turn it off facing a direction, and turn it back on, no matter where I faced my camera, it snaps back to it's original cframe https://gyazo.com/aa63a3fa2a30716163e914b04e228ee0 It's really annoying and I want it to update so it's not snapping it just keeps going seamlessly.
repeat wait() until game.Players.LocalPlayer.Character
--// Variables
local player = game.Players.LocalPlayer
local char = player.Character
local valueFolder = char:WaitForChild('CarbonValues')
local mouse = player:GetMouse()
local storage = game.ReplicatedStorage:WaitForChild('CarbonStorage')
local eventFolder = storage:WaitForChild('Events')
local moduleFolder = storage:WaitForChild('Modules')
local weaponFolder = storage:WaitForChild('Weapons')
local weapClient = weaponFolder:WaitForChild('Client')
local weapServer = weaponFolder:WaitForChild('Server')
local humanoid = char:WaitForChild("Humanoid")
local rootPart = char:WaitForChild("HumanoidRootPart")
local switched = false;
local mode = true;
local enabled = true;
--// Tables
local control = {
cam = workspace.CurrentCamera;
camOffset = Vector3.new(0, 0, 0);
cameraAngleX = 0;
cameraAngleY = 0;
xDelta = 0;
yDelta = 0;
mouseY = valueFolder:WaitForChild('MouseY').Value;
}
local modules = {
ragDollMod = require(moduleFolder:WaitForChild('Ragdoll'));
springMod = require(moduleFolder:WaitForChild('Spring'));
utilitiesMod = require(moduleFolder:WaitForChild('Utilities'));
}
--// Services
local ContextActionService = game:GetService("ContextActionService")
local uis = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local ts = game:GetService('TweenService')
--// Functions
function playerInput(inputObject)
control.cameraAngleX = control.cameraAngleX - inputObject.Delta.X
-- Reduce vertical mouse/touch sensitivity and clamp vertical axis
control.cameraAngleY = math.clamp(control.cameraAngleY-inputObject.Delta.Y*0.4, -75, 75)
-- Rotate root part CFrame by X delta
end
function focusControl()
uis.MouseIconEnabled = false
if mode then
humanoid.AutoRotate = false
--control.camOffset = Vector3.new(2, 2, 5)
else
humanoid.AutoRotate = true
--control.camOffset = Vector3.new(0, 2, 5)
end
end
--// Inputs
uis.InputBegan:connect(function(input,chat)
if not chat then
if input.UserInputType == Enum.UserInputType.MouseButton2 then
--mode = true
--focusControl()
end;
if input.KeyCode == Enum.KeyCode.F then
enabled = not enabled
if not enabled then
control.cam.CameraType = Enum.CameraType.Custom
control.cam.CameraSubject = humanoid
end
end
if input.KeyCode == Enum.KeyCode.V then
switched = not switched
if not switched then
control.camOffset = Vector3.new(2, 2, 5)
else
control.camOffset = Vector3.new(-2, 2, 5)
end;
end;
end
end)
uis.InputEnded:Connect(function(input,chat)
if not chat then
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mode = false
focusControl()
end;
end;
end)
uis.InputChanged:connect(function(input,chat)
if not chat then
if input.UserInputType == Enum.UserInputType.MouseMovement then
playerInput(input)
end;
end
end)
--// Init
focusControl()
--// Renders
RunService.RenderStepped:Connect(function(dt)
if enabled then
if control.cam.CameraType ~= Enum.CameraType.Scriptable then
control.cam.CameraType = Enum.CameraType.Scriptable
end
uis.MouseBehavior = Enum.MouseBehavior.LockCenter
local startCFrame = CFrame.new((char:WaitForChild('Head').CFrame.Position)) * CFrame.Angles(0, math.rad(control.cameraAngleX), 0) * CFrame.Angles(math.rad(control.cameraAngleY), 0, 0)
local cameraCFrame = startCFrame:ToWorldSpace(CFrame.new(control.camOffset.X, control.camOffset.Y, control.camOffset.Z))
local cameraFocus = startCFrame:ToWorldSpace(CFrame.new(control.camOffset.X, control.camOffset.Y, -10000))
control.cam.CFrame = CFrame.new(cameraCFrame.Position, cameraFocus.Position)
local newNeck = char:WaitForChild('Torso'):WaitForChild('Neck')
local HRPCF = char:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(char:WaitForChild("Humanoid").CameraOffset)
newNeck.C0 = newNeck.C0:lerp(char:WaitForChild("HumanoidRootPart").CFrame:toObjectSpace(HRPCF) * CFrame.Angles(math.asin((mouse.Hit.p - mouse.Origin.p).unit.y),0,0),0.2)
newNeck.C1 = newNeck.C1:lerp(CFrame.new(), 0.2)
--[[for _,v in pairs(char:GetChildren()) do
if v and v:IsA('BasePart') then
v.LocalTransparencyModifier = 1
elseif v and v:IsA('Accessory') then
v:WaitForChild('Handle').LocalTransparencyModifier = 1
end
end]]--
if not mode then
rootPart.CFrame = rootPart.CFrame:lerp(CFrame.new(rootPart.CFrame.p, rootPart.CFrame.p + control.cam.CFrame.lookVector * Vector3.new(0.1, 0, 0.1)), 1)
end
end;
end)
